Aerial Wood Snips — Rough Wood Mud Wood Mud Dirt — PBR seamless 3D texture free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Aerial Wood Snips — Rough Wood Mud Wood Mud Dirt — PBR seamless 3D texture

IDaerial-wood-snips-rough-wood-mud-dirt-wood-chips-wood-splinters
Wood
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Aerial Wood Snips texture is a meticulously crafted seamless 3D material designed to replicate the complex interplay of rough wood mud dirt and organic debris found in natural outdoor environments. Its base substrate primarily consists of aged and weathered wood fibers interwoven with fine earth particles mud clumps and scattered wood chips and splinters. This composition results in a richly detailed surface exhibiting varied porosity and subtle irregularities typical of natural terrain and organic matter. The surface finish captures a naturally rough and matte appearance with subtle variations in color driven by natural pigments and dirt deposits lending authenticity and depth to the texture. Weathering effects and tire tracks subtly imprint the surface enhancing realism by conveying environmental interaction and outdoor exposure over time.

In physically based rendering (PBR) workflows this texture employs a comprehensive set of maps to deliver balanced detail and performance across digital content creation software and game engines such as Blender Unreal Engine and Unity. The BaseColor (Albedo) map accurately represents the muted earth tones warm browns of wood and dark mud patches without any baked-in lighting ensuring flexibility under various lighting conditions. The Normal map encodes fine surface irregularities like wood grain splinter edges and subtle soil clumps enhancing the tactile feel and depth without additional geometry. Roughness maps define the material’s natural matte finish highlighting the contrast between smoother mud areas and coarser wood chips or tire tracks. Ambient Occlusion (AO) enhances shading in crevices and overlaps simulating soft shadows where wood fibers meet dirt or organic debris. Height maps provide displacement data for realistic surface relief crucial for natural terrain and outdoor scenes requiring parallax or tessellation effects.

Provided in high-quality 4K resolution with an optional 8K upgrade this texture ensures exceptional clarity and detail for both real-time and offline rendering pipelines. The metal/rough workflow calibration guarantees consistent shading and material response making it ideal for modern pipelines and demanding environments. The tileable design allows seamless repetition across large surfaces perfect for expansive terrains or detailed models requiring organic complexity without visible seams. For optimal results it is recommended to adjust the UV scale to maintain natural grain proportion and tune roughness values slightly higher in muddy areas to reflect moisture and softness while keeping wood splinters relatively rougher for added realism. This PBR texture set available in PNG and EXR formats is physically based and optimized to deliver reliable visually rich outcomes without manual tweaking enhancing both creative workflows and game performance across multiple digital platforms.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


AITEXTURED Tools

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